using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace WindowsGameAula02
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        //Object2D obj; comentado para nao dar conflito no exercicio
        Scene currrentScene;
        Texture2D t;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            currrentScene = new Level1();

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
           // obj = new Object2D(Content.Load<Texture2D>("tucano"), Vector2.Zero); comentado para nao dar conflito no exercicio

            if( currrentScene != null)currrentScene.Load(Content, 
                new Vector2(Window.ClientBounds.Width,Window.ClientBounds.Height));

            t = Content.Load<Texture2D>("Space-space-584336_1600_1200");
            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            Input.Update();
            // Allows the game to exit
            if (Input.GetKeyDown(Keys.Escape))
                this.Exit();
           //obj.Position = Vector2.Zero;

            if (currrentScene != null) currrentScene.Update(gameTime);
            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);
            spriteBatch.Begin();
           //obj.Draw(spriteBatch);

            spriteBatch.Draw(t, Vector2.Zero, Color.White);
            if (currrentScene != null) currrentScene.Draw(spriteBatch, gameTime);

            spriteBatch.End();
            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
    }
}
